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  1. #18
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
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    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Sebazy View Post
    You're misunderstanding the data in-front of you.

    The variation between the top and bottom percentiles is governed by the enrage timer, the tighter the enrage, the tighter the variation. O4S drops that difference to under 10% because that's all the slack the encounter gives you. Any more and A) You wipe to enrage thus B) The run doesn't get shown in the statistics you're looking at.

    A better approach would be to look at a 'rough' (And believe me, it pains me to refer to it this way) encounter where enrage isn't a problem.

    First up, Hashmal, he is a good halfway house between early savage content and a punching bag, he does kill people, he does have a couple of DPS checks and it's possible for a raid to hit a point where things are unrecoverable. However, there isn't an enrage timer that I've ever seen, thus the carry potential and skill variance is massively increased.

    Jobs at 10% - Jobs at 90% - Jobs at 99%

    In the above data, there's between a 200% and 300% disparity from 10 to 90 percentile. Go to 99 percentile and you're adding another 50% ontop of that again.

    TLDR: The DPS difference between 'good' and 'bad' teams and players is so much bigger than 20%. Some evidence to support this is linked above if you are in anyway interested in reading it (I suspect you are not).

    Not really interested in the rest of your arguments as it's about as grounded in reality as a Brexit campaign.
    See thats what i was talking about, and you still judge others on their numbers of DPS.
    You have just shown a data on DPS numbers that includes all stages of the certain dungeon both boss'es and trash mobs, do you know what does that mean?
    That means that dps is a sum of many many factors and the numbers you have shown doesnt tell a full story. The group performance could differ especially depending on a skills of a tank or a healer. If the tank or a healer are beginners they will take baby steps clearing specific dungeon, and i am pretty sure the low numbers you have shown here are due to the tanks pulling 1 group of a mobs at time, not to mention the time between each clears or groups of mobs, thats where your difference sits. Its logical the dps will do much greater dps if his tank and a healer are good enough to pull half of the dungeon and keep it, so he could throw aoe after aoe doing several times more dmg than a group with rookie tank that pull 1 group at a time.
    You can see it clearly on a summoner or black mage, the differences between 10% and 90% is 270% on summoner and 295% on a black mage, the classes which benefits the most from the largest pulls.
    And since you ignored the part of my post telling about the importance of deaths in the duty, i will write it again.
    https://www.fflogs.com/statistics/18#boss=2009&metric=deaths&dataset=25
    https://www.fflogs.com/statistics/18#boss=2009&metric=deaths&dataset=90
    The chances of dropping death are several times higher on 75% of the whole runs than on best 10%, the data shows 75% of all, you could expect these numbers to be even higher on the low end.

    Thats why i have pointed out, DPS is a sum of all factors not only mechanical player skill in pulling the best dps possible.
    And thats the reason that i have took the data from the stages with the boss'es, so its more fair to compare the mechanical skill of each group because there is one target to attack for the majority of the time.
    Regarding the certain duty you have shown, lets release the boss stages numbers :
    https://www.fflogs.com/statistics/18#metric=fightdps&dataset=10
    https://www.fflogs.com/statistics/18#metric=fightdps&dataset=90

    You can clearly see the best of the players are pulling out about 50% better damage than the worst ones.
    How does that compare to the overall average dps data? Because it seem a little bit different, not like 2-3 times more.
    And now take a look at the numbers of deaths
    https://www.fflogs.com/statistics/18#metric=execution&dataset=90
    https://www.fflogs.com/statistics/18#metric=execution&dataset=10

    The death proportions are 1:5.36, its 530% difference of numbers of deaths between worst and best players, i am sure it had a much greater impact on their average dps performance than their mechanical skill or knowing how to execute proper combos.

    Also.
    Compare numbers on 10% and 90% on the "late game dungeons"
    https://www.fflogs.com/statistics/2#dataset=10&metric=dps
    https://www.fflogs.com/statistics/2#dataset=90&metric=dps

    The differences between numbers suddenly are not so drastic isnt it? the score is quite good on both sides, the difference vary between classes depending on their kit.

    And here i am asking you a question.
    If the DPS data is biased and doesnt tell everything, do we really should judge other people over their number of DPS?
    We shouldnt, so why should there be a tool for everyone to do so? It will not fix anything, but bring more problems and toxicity into the game.

    What do you expect from a parser to improve in those numbers? How will it ever happen? Will the parse learn a tank to make a bigger pulls and teach him how to run each duty, will it teach healer to manage his mp pool so he will keep tanks alive and do dps at the same time? No.
    It will not improve the overall playerbase performance like at all, its just a number that tells literally nothing in the long run, its useless.
    The tool should be so advanced so it will tell everyone what they are doing wrong and how they could improve it.
    At that point it is no longer a game.

    Lets face it, official parse would make it easier to kick bad performing players from the team, if so i wish this game good luck if it happen.
    The option of kicking away a baddies from the party is tempting option, but that sword has two edges and there will be always someone above you to kick you away because you will not meet their expectations, will it be current or later patches, will SE overbuff other classes and your main class not and people will just vote kick you for playing inferior choice (and there will be no excuses, since in this game you could change them in one second).
    Thats what actually happen in world of wacraft all the times and i dont want it to happen in this game.

    Quote Originally Posted by KaivaC View Post
    Clearly, you haven't fought O1S at ilvl 310-320 (at the time of release, most of the players in the first month were at this level), otherwise you'd know how foolish this statement was. Back then (hell, even now still), too many deaths and you will hit enrage because you will not have the DPS to clear the fight. Even if there weren't deaths, one or two underperforming DPS could still be the reason for enrage. I've been in Omega since release - yes, DPS matters that much from everyone that it helps tremendously to be able to hold other players accountable for holding the party back. Hell, I don't even have to go that high - Susano Ex had that problem for a little while - low DPS, and you won't even get past the sword phase. If your group barely cleared the sword phase both times, you will hit enrage for sure.

    You can cite numbers all you want, but you do not have the personal experience to understand where pro-parser players like myself are coming from. Most, if not all, of us currently in Omega Savage have experienced at least one run in each EX/Savage fight in SB where low DPS was a problem.

    *edit since I was able to digest the whole post*



    People from consoles don't get a damn? Seriously? I'm amongst the console player base, and a lot of us are very much interested in our performance. You cited the Witcher 3, but that is a different type of game (not to mention single-player), with DPS players having far-less combat mechanics than Geralt or Ciri. Good players know how to squeeze out every bit of damage, while being able to perform mechanics.
    I dont have experience, but i will not be quiet about the parsing, which will affect not only end game stuff, but entire game including low lvl stuff i am playing and the great part of the players as well.

    And thanks for proving my point, that mechanical skill is not everything and deaths in the duty matter actually a lot.
    A parse will not prevent or teach anyone how to not lame and die each step. But will a pressure "encourage" other people to improve?
    How do you want to improve people that plays dps because of their anxiety and dont play a tank because its too stressful?
    http://forum.square-enix.com/ffxiv/t...-You-Tank-Poll
    These guys will either leave the game entirely or limit playing before they will meet other better game.
    Like witcher 3 for example, duh.
    With a console its easier to juggle the games, since the acceptable level of game performance is much lower than on PC and as a console player you could jump off this game and get the newest one and still be playing in 30 fps. Doing the same on PC, with this game running at 60 fps and the new one at 20 is real deal, it will you push back to the game running at 60 fps.

    Quote Originally Posted by Slick7 View Post
    The question is: How many runs fail and don't show up in that statistic and how many ppl don't bother with doing that content at all because they know they're not up to it? Furthermore, the statistic is just showing runs where at least 1 person parsed and chose to upload.
    I dont argue about that, i argue about a if a parse will actually make any difference and does the ability to pull 20% dps more is all that really important. It is not, knowing dungeon or duty or trial is, a parser will not teach you them.
    (2)
    Last edited by Nedkel; 01-18-2018 at 01:22 PM.